public void FindRabbit() { Vector2 startPos = new Vector2(4, 0); m_CurrentRabbit = GameObject.FindGameObjectWithTag("Rabbit"); m_CurrentRabbit.transform.localPosition = startPos; m_RabbitScript = m_CurrentRabbit.GetComponentInChildren <RabbitScript>(); }
void Update() { //TODO To also check if the music is playing too? if (m_Rabbit == null && !m_IsGameOver && m_MusicManager.AudioPlaying()) { m_Rabbit = GameObject.FindGameObjectWithTag("Rabbit"); m_RabbitScript = m_Rabbit.GetComponent <RabbitScript>(); } m_MusicTime = m_MusicManager.GetCurrentMusicTime(); CheckNumberPoors(); //TODO: Code here is to play game with keyboard space bar input only, like debug mode if (Input.GetKeyDown(KeyCode.Space)) { //for debug purposes, when we hit space, disable the miss detected code CheckMusicAgainstTiming(); /* * //print(dictionary.Key); * //between certain range = excellent * if (CheckMusicAgainstTiming() > m_MusicTime - EXCELLENT_MIN_MAX && CheckMusicAgainstTiming() < m_MusicTime + EXCELLENT_MIN_MAX) * { * print(CheckMusicAgainstTiming() + " MusicMarker"); * print(m_MusicTime + "Exc"); * //For each excellent, increase combo by 1 * m_Combo++; * //Increase m_NumExcellents by 1 * m_NumExcellents++; * //Instantiate text alert * m_TextResult = m_Excellent.gameObject; * InstantiateTextGameObject(); * return; * } * //between certain range = good * else if (CheckMusicAgainstTiming() > (m_MusicTime + EXCELLENT_MIN_MAX) && CheckMusicAgainstTiming() < (m_MusicTime + GOOD_MIN_MAX) || * CheckMusicAgainstTiming() < (m_MusicTime - EXCELLENT_MIN_MAX) && CheckMusicAgainstTiming() > (m_MusicTime - GOOD_MIN_MAX)) * { * print(CheckMusicAgainstTiming() + " MusicMarker"); * print(m_MusicTime + "Goo"); * //Reset combo to 0 * m_Combo = 0; * //Increase m_NumGoods by 1 * m_NumGoods++; * //Instantiate text alert * m_TextResult = m_Good.gameObject; * InstantiateTextGameObject(); * return; * } * //Otherwise * { * print(CheckMusicAgainstTiming() + " MusicMarker"); * print(m_MusicTime + "poo"); * //TODO - Poor is being called regardless of touch... * //lol, foreach goes through ALL arrays * //Reset combo to 0 * m_Combo = 0; * //Increase m_NumPoors by 1 * m_NumPoors++; * //Instantiate text alert * m_TextResult = m_Poor.gameObject; * InstantiateTextGameObject(); * } */ } //TODO: code here is for touch input to play with mobile //Comment out for time being. /* * if (Input.touchCount > 0) * { * //create an instance of the touch input, first touch * Touch myTouch = Input.GetTouch(0); * * switch(myTouch.phase) * { * case TouchPhase.Began: * if (!m_IsPressed) * { * //TODO It doesn't matter when the player touches the screen to tap to the music. * //If the player taps within a certain distance of ANY of the times in the array, indicate the result * //We are doing this instead of individual arrays because if you miss one, the code automatically * //sets the next timed array as the one you need to hit, which can become inaccurate. * //Probably need to use a foreach loop * //The current arrayValue, give or take 0.15f seconds away from that is excellent * //Give or take more than 0.15f - 0.4f second from that is good * //more than 0.4f second from that is poor * //DICTIONARY? instead? * //if any of the arrays contains a value that is close to our touch time, call something. * * //print(dictionary.Key); * //between certain range = excellent * if (m_MusicMarker > m_MusicTime - EXCELLENT_MIN_MAX && m_MusicMarker < m_MusicTime + EXCELLENT_MIN_MAX) * { * print(m_MusicMarker + " MusicMarker"); * print(m_MusicTime + "Exc"); * //For each excellent, increase combo by 1 * m_Combo++; * //Increase m_NumExcellents by 1 * m_NumExcellents++; * //Instantiate text alert * m_TextResult = m_Excellent.gameObject; * InstantiateTextGameObject(); * return; * } * //between certain range = good * else if (m_MusicMarker > (m_MusicTime + EXCELLENT_MIN_MAX) && m_MusicMarker < (m_MusicTime + GOOD_MIN_MAX) || * m_MusicMarker < (m_MusicTime - EXCELLENT_MIN_MAX) && m_MusicMarker > (m_MusicTime - GOOD_MIN_MAX)) * { * print(m_MusicMarker + " MusicMarker"); * print(m_MusicTime + "Goo"); * //Reset combo to 0 * m_Combo = 0; * //Increase m_NumGoods by 1 * m_NumGoods++; * //Instantiate text alert * m_TextResult = m_Good.gameObject; * InstantiateTextGameObject(); * return; * } * //Otherwise * { * print(m_MusicMarker + " MusicMarker"); * print(m_MusicTime + "poo"); * //TODO - Poor is being called regardless of touch... * //lol, foreach goes through ALL arrays * //Reset combo to 0 * m_Combo = 0; * //Increase m_NumPoors by 1 * m_NumPoors++; * //Instantiate text alert * m_TextResult = m_Poor.gameObject; * InstantiateTextGameObject(); * } * m_IsPressed = true; * } * break; * case TouchPhase.Ended: * case TouchPhase.Canceled: * m_IsPressed = false; * break; * } */ }